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shader: lower BRA.U and HSETP2 with a constant buffer - #774
Merged
PastaLaPate merged 4 commits intoNov 8, 2026
Merged
PastaLaPate merged 4 commits into
PastaLaPate merged 4 commits into
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…ental Nx2 experimental
…ord_invite [HUMANMADE] Fix discord invite link in docs
Shaders using two instruction forms were rejected, causing invisible enemies in HWAoI and sometimes invisible roads in MKW: - @!P0 BRA.U: offset mode 1 (.U) only says the predicate is warp-uniform. It was refused as a convergence mode; it now lowers as a plain predicated branch, like mode 0 (the target already masks the mode bits). - HSETP2.GT.AND P1, PT, RZ.H0_H0, c[0x7][0xfc].H1_H1, !P1 (opcode 0x634): the constant buffer form of HSETP2, with the B swizzle, abs and neg bits where the register form has them. The value is loaded into a scratch register and the register form emitted. Assisted-by: Claude Opus 5.5
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PastaLaPate
merged commit Nov 8, 2026
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Eglantine-Community:nx2-experimental
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Summary
Shaders using two instruction forms were rejected, causing invisible enemies in HWAoI and sometimes invisible roads in MKW:
Type of change
Related issues
Testing
Games tested:
Hyrule Warriors enemies are no longer invisible.
Checklist
Screenshots / logs
Before/After
Assisted By: Claude Opus 5.5